

Base Captures Too Fast On Conquest
#1
Posted 03 February 2014 - 06:04 PM
#2
Posted 03 February 2014 - 06:10 PM
Base caps are obscenely slow on Conquest. You might be looking for Assault.
Edited by Deathlike, 03 February 2014 - 06:10 PM.
#3
Posted 03 February 2014 - 06:13 PM
Edited by dario03, 03 February 2014 - 06:14 PM.
#4
Posted 03 February 2014 - 06:16 PM
#5
Posted 03 February 2014 - 08:51 PM
ColonelMetus, on 03 February 2014 - 06:16 PM, said:
Ignoring what a spectacular fail it is to mix up the 2 modes, if you don't like the speed of base capping on assault then don't leave your lone base completely undefended while your whole company of heavies & assaults goes storming off 2000m away.
#6
Posted 03 February 2014 - 09:36 PM
Assault will be getting mechanical changes soon, beginning with defensive turrets and maybe ending with removal of boxes and having to destroy the niftly mobile HQs they added recently (though that will not be for quite some time, and might be in the Attack/Defend mode as well or instead).
#7
Posted 03 February 2014 - 09:42 PM
Those changes being defense turrets.
They will of course not alleviate the problem of impatient "hulk smash mech" scrubs rushing headlong into combat leaving the only important objective ripe for the picking (which is a huge tactical fail, period), any and all recommendations for adjustments to the timer less than 24 hours before they go online cannot reasonably be taken seriously.
Edited by Zerberus, 03 February 2014 - 09:43 PM.
#8
Posted 03 February 2014 - 10:00 PM
ColonelMetus, on 03 February 2014 - 06:16 PM, said:
Someone needs to read more ...
Turrets are being introduced to base defense, presumably for this very purpose to make capping more a significant undertaking or discouraging this in this game mode. I'd be very surprised if they applied it to Conquest due to the bias of base ownership and any affiliated turrets for this mode.
(Also it is spelled queue)
#10
Posted 04 February 2014 - 12:58 AM
ColonelMetus, on 03 February 2014 - 06:04 PM, said:
Take faster mechs, or use strategy to keep from overreaching yourself.
if you loose to a cap in Assault... you have either 1: overreached yourselves with your mechs and pushed too far forward to allow the enemy in behind you.
2: you wern't paying attention and got ninja capped
or 3: you didn't have enough fast mechs to get back to the point to combat the enemy's strategy.
Either way, your team is what failed you, not the speed of the capture bar.
Edited by Jade Kitsune, 04 February 2014 - 12:59 AM.
#11
Posted 04 February 2014 - 04:40 AM
to fast? i think not.
#12
Posted 04 February 2014 - 04:49 AM
#14
Posted 04 February 2014 - 06:25 AM
Mudhutwarrior, on 04 February 2014 - 04:49 AM, said:
There's this thing called "defending" but nobody's heard of it apparently.
Module strikes from across the map is what stopped lights from bothering to cap, not the speed at which it happens.
#15
Posted 04 February 2014 - 06:28 AM

#16
Posted 04 February 2014 - 06:29 AM
#17
Posted 04 February 2014 - 06:33 AM
lockwoodx, on 04 February 2014 - 06:25 AM, said:
There's this thing called "defending" but nobody's heard of it apparently.
Module strikes from across the map is what stopped lights from bothering to cap, not the speed at which it happens.
Agreed. I think that's a very big factor. If you properly hide at cap its pretty hard to see a well place arty.
#18
Posted 04 February 2014 - 11:16 AM

#19
Posted 04 February 2014 - 11:30 AM
Sound familiar?
#20
Posted 04 February 2014 - 11:43 AM
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